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DoomRater
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Post by DoomRater »

Yeah, otherwise my big gun will be out of bullets.
PhAyzoN
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Post by PhAyzoN »

620 bullets total then? Damn... :D What about the RL/Plamsa/BFG clips?
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eliw00d
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Post by eliw00d »

PhAyzoN wrote:620 bullets total then? Damn... :D What about the RL/Plamsa/BFG clips?
600 in total actually! hehe.
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Post by PhAyzoN »

So the max bullets is 380? I though you were keeping 400max+20pistolclip+200chaingunbelt? This'll be interesting :)

When can we expect an update?
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Post by eliw00d »

PhAyzoN wrote:So the max bullets is 380? I though you were keeping 400max+20pistolclip+200chaingunbelt? This'll be interesting :)

When can we expect an update?
well, i'm more or less finished with the minigun, just need to work on the rocket launcher, plasma rifle and bfg. i hope to have an update tomorrow. :)

edit: i guess if you count what's loaded in the weapons, there will be 620 bullets total. :P

edit: well, i decided to throw up the latest version i have thus far. bare in mind that i have only finished the minigun. weapons 5 - 7 have generic reload states that do not have actual reloading frames yet. i'm having some difficulties with the plasma rifle and bfg. let me know what you think of the minigun, however. i should have the rest of the weapons done this week. i still have version 0.5 up since that was the last "complete" version. version 0.5cne is just what i have done so far. ;)
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Bio Hazard
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Post by Bio Hazard »

DoomRater wrote:Yeah, otherwise my big gun will be out of bullets.
Better believe it soldier!
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Da Spadger
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Post by Da Spadger »

Bio Hazard wrote:
DoomRater wrote:Yeah, otherwise my big gun will be out of bullets.
Better believe it soldier!
The only thing i believe is that you need another gun.
PhAyzoN
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Post by PhAyzoN »

Pretty good so far. Since the beggining I felt the plasmarifle needed this:
Spoiler:
Spoiler:
Spoiler:
Ugh have to do this the hard way, my 88.5KB attachment is bigger than 256KB apparently >_>

http://www.freewebs.com/dragons_rage_hq/Plasma.rar
(Right-Click -> Save As)

EDIT: I saw you used my changed plasma code :)
EDIT2: Critical flaw with BFG. You cant switch to a different weapon if you use all the ammo with the BFG.
EDIT3: When the plasmarifle is out of ammo and you select it, the idle animation doesnt play.
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Post by eliw00d »

PhAyzoN wrote:EDIT: I saw you used my changed plasma code :)
the only change i made was the damage as you suggested.
EDIT2: Critical flaw with BFG. You cant switch to a different weapon if you use all the ammo with the BFG.
i will look into this. edit: fixed and new version uploaded.
EDIT3: When the plasmarifle is out of ammo and you select it, the idle animation doesnt play.
that's the point, the battery's power is depleted. however, i can't seem to figure out why the plasma rifle and bfg return to the 'original' ready state when you press or hold the alt fire key. it's weird because you can press the fire key to return to the 'empty' state i made, sort of a back and forth issue. anybody have a solution?
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Post by PhAyzoN »

eliw00d wrote:
the only change i made was the damage as you suggested.
...and the idle anim is slower, as I suggested. In my posted code the gun fired faster aswell, but in your version, it fired faster because you changed it to adapt to the reloading (I think) (I hope that makes sense :s). ;)
that's the point, the battery's power is depleted. however, i can't seem to figure out why the plasma rifle and bfg return to the 'original' ready state when you press or hold the alt fire key. it's weird because you can press the fire key to return to the 'empty' state i made, sort of a back and forth issue. anybody have a solution?
Nevermind. That only happened in the code that I posted (which gives the gun an idleing sound). After ammo was depleted, it get stuck on an idle frame, and not the empty one. My fault ;)

EDIT: If you hold AltFire when the plasmarifle has a full clip, the idle anim stops (until you let go). Dont ask why I would push altfire with a full clip, I just did :p
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DoomRater
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Post by DoomRater »

For the idle animation problem- try adding NoAutoFire to the weapon.
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Post by PhAyzoN »

I think the chaingunguy and Spider Mastermind shouldnt have bullet casings, when 1 fires (or even a room full of chaingunguys) alot the level lags a considerable bit
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Post by eliw00d »

DoomRater wrote:For the idle animation problem- try adding NoAutoFire to the weapon.
that's what the bfg has, but the problem persists. i can't figure out why it jumps to the regular idle frames upon hitting alt fire. blargh.
PhAyzoN wrote:I think the chaingunguy and Spider Mastermind shouldnt have bullet casings, when 1 fires (or even a room full of chaingunguys) alot the level lags a considerable bit
i guess i never really considered this before because my computer is pretty powerful, i'll see what i can do. does it lag only when they are spawning? because when they are inert they shouldn't lag to my knowledge.
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Post by DoomRater »

Let's look at the weapon's code. I'm guessing when it's told to jump to the ready state, it's never getting to the proper idle state, but until I look at it, the NoAutoFire was my only guess.
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Post by PhAyzoN »

^
But at the end of both Alt and primary fire there is a Goto Ready, but the first line fo ready is the JumpIfNoammo, which jumps it to the empty frame. I noticed at the beggining of primary fire, there is a JumpIfNoAmmo (diddnt count 34 lines down to see what it does :/), but not in alt fire. That could be why?

@eliw00d
Only when they are spawing, yes. Which is inconvienient in the face of a spider :/ . My PC at home might not lag, but im away on my laptop (Athlon XP-M 3000+), and it lags a bit.
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